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Reimplementations of libultra (N64 SDK) functions for modern hardware
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Fast::FramebufferMetal Struct Reference

Framebuffer state for an offscreen or onscreen Metal render target. More...

#include <gfx_metal.h>

Collaboration diagram for Fast::FramebufferMetal:
[legend]

Public Attributes

MTL::CommandBuffer * mCommandBuffer
 
MTL::RenderPassDescriptor * mRenderPassDescriptor
 
MTL::RenderCommandEncoder * mCommandEncoder
 
MTL::Texture * mDepthTexture
 
MTL::Texture * mMsaaDepthTexture
 
uint32_t mTextureId
 
bool mHasDepthBuffer
 
uint32_t mMsaaLevel
 
bool mRenderTarget
 
bool mHasEndedEncoding
 
bool mHasBoundVertexShader
 
bool mHasBoundFragShader
 
struct ShaderProgramMetalmLastShaderProgram
 
MTL::Texture * mLastBoundTextures [SHADER_MAX_TEXTURES]
 
MTL::SamplerState * mLastBoundSamplers [SHADER_MAX_TEXTURES]
 
MTL::ScissorRect * mScissorRect
 
MTL::Viewport * mViewport
 
int8_t mLastDepthTest = -1
 
int8_t mLastDepthMask = -1
 
int8_t mLastZmodeDecal = -1
 
bool mUseReadbackQueue = false
 

Detailed Description

Framebuffer state for an offscreen or onscreen Metal render target.

Member Data Documentation

◆ mCommandBuffer

MTL::CommandBuffer* Fast::FramebufferMetal::mCommandBuffer

◆ mCommandEncoder

MTL::RenderCommandEncoder* Fast::FramebufferMetal::mCommandEncoder

◆ mDepthTexture

MTL::Texture* Fast::FramebufferMetal::mDepthTexture

◆ mHasBoundFragShader

bool Fast::FramebufferMetal::mHasBoundFragShader

◆ mHasBoundVertexShader

bool Fast::FramebufferMetal::mHasBoundVertexShader

◆ mHasDepthBuffer

bool Fast::FramebufferMetal::mHasDepthBuffer

◆ mHasEndedEncoding

bool Fast::FramebufferMetal::mHasEndedEncoding

◆ mLastBoundSamplers

MTL::SamplerState* Fast::FramebufferMetal::mLastBoundSamplers[SHADER_MAX_TEXTURES]

◆ mLastBoundTextures

MTL::Texture* Fast::FramebufferMetal::mLastBoundTextures[SHADER_MAX_TEXTURES]

◆ mLastDepthMask

int8_t Fast::FramebufferMetal::mLastDepthMask = -1

◆ mLastDepthTest

int8_t Fast::FramebufferMetal::mLastDepthTest = -1

◆ mLastShaderProgram

struct ShaderProgramMetal* Fast::FramebufferMetal::mLastShaderProgram

◆ mLastZmodeDecal

int8_t Fast::FramebufferMetal::mLastZmodeDecal = -1

◆ mMsaaDepthTexture

MTL::Texture* Fast::FramebufferMetal::mMsaaDepthTexture

◆ mMsaaLevel

uint32_t Fast::FramebufferMetal::mMsaaLevel

◆ mRenderPassDescriptor

MTL::RenderPassDescriptor* Fast::FramebufferMetal::mRenderPassDescriptor

◆ mRenderTarget

bool Fast::FramebufferMetal::mRenderTarget

◆ mScissorRect

MTL::ScissorRect* Fast::FramebufferMetal::mScissorRect

◆ mTextureId

uint32_t Fast::FramebufferMetal::mTextureId

◆ mUseReadbackQueue

bool Fast::FramebufferMetal::mUseReadbackQueue = false

◆ mViewport

MTL::Viewport* Fast::FramebufferMetal::mViewport

The documentation for this struct was generated from the following file: